The Old World: Grim and Perilous
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Abilities:
• Mist vision: A Meargh adds jj to Vigilance,
Perception and ranged combat checks when
outside the mist. However, she ignores all j
gained to checks due to concealment.
• Magical mist: A Meargh is permanently
surrounded by a thick fog that provides
+ concealment that covers an area within
long range. The fog can be dispelled, but is
automatically recreated at the beginning of
Meargh's turn.
• The great pact: When Meargh uses the Conjure
magic action, the spell gains the Summon
Ally effect without increasing the difficulty.
When the Grand Summon effect is
added, Meargh may increase the difficulty of
the spell by three instead of two to summon
a nemesis, instead of a rival. All creatures
summoned by a Meargh must be Daemons.
Spells: A Meargh can choose any magic action
allowed by the Arcana skill and the Lore of
Chaos, and may select additional spell effects,
as normal. The spells she use most often are
the following:
• Summon Daemon - Make a Hard (kkk)
Magic (Arcana) check. If successful, the
Meargh summons one lesser Daemon of
Chaos. The type of Daemon can be determined
by rolling on Table. -: Lesser
Daemons of Chaos. The Daemon appears
engaged to Meargh and takes its turn immediately
after the Meargh. The Meargh
may perform the concentrate maneuver to
maintain effects of this spell.
• Summon Greater Daemon - Make a Daunting
(kkkk) Magic (Arcana) check. If successful,
the Meargh summons one greater
Daemon of Chaos. The Daemon appears
engaged to Meargh and takes its turn immediately
after the Meargh. The Meargh
may perform the concentrate maneuver to
maintain effects of this spell.
• Curse of the Bog - Choose two targets at
short or medium range and make an Average
(kk) Magic check. If successful, a
Meargh may choose one additional target
for each a and all targets reduce the ability
of any skill checks they make by until the
end of the Meargh's next turn. When the
target makes a check, you may change j to
a face displaying a f. The Meargh may perform
the concentrate maneuver to maintain
the effects of this curse.
Equipment:
• Bog wand: Decreases the difficulty of Curse
spells by one. + damage to Attack spells.
Dirach (Rival)
3 1 3 3 3 3
Brawn Agility Intellect Cunning Willpower Presence
Soak Value
W. Threshold
M/R Defense
3 12 0 0
Skills: Combat , General , Knowledge ,
Magic , Social
Talents:
Adversary : Upgrade the difficulty of combat
checks targeting this character once.
Abilities:
Mist Vision: A Dirach adds jj to Vigilance,
Perception and ranged combat checks when
outside the mist. However, he ignores all j
gained to checks due to concealment.
Magical Mist: A Dirach is permanently surrounded
by a thick fog that provides + concealment
that covers an area within medium range.
The fog can be dispelled, but is automatically
recreated at the beginning of Dirach's turn.
The Pact: When Dirach uses the Conjure magic
action, the spell gains the Summon Ally effect
without increasing the difficulty. All creatures
the Dirach summons must be Daemons.
Spells: A Dirach can choose any magic action
allowed by the Arcana skill and the Lore of
Chaos, and may select additional spell effects,
as normal. The spells they use most often are
the following:
• Summon Daemon - Make a Hard (kkk)
Magic (Arcana) check. If successful, Dirach
summons one lesser Daemon of Chaos. The
type of the Daemon can be determined by rolling
on Table. -: Lesser Daemons of Chaos.
The Daemon appears engaged to Dirach and
takes its turn immediately after the Dirach.
The Dirach may perform the concentrate maneuver
to maintain effects of this spell.
• Curse of the Bog - Choose two targets at
short or medium range and make an Av-
Chapter 9: Adversaries of the Old World 171